1. Post #2721
    Terminutter's Avatar
    June 2010
    6,257 Posts
    To be fair, the huge amount of meat most things drops leads to instant *pink level* clutter (most cluttered). Best you can hope for is to have a large amount of haulers to dump it quickly.
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  2. Post #2722
    moo
    CowThing's Avatar
    November 2006
    4,833 Posts
    34.03 is released

    Code:
    Major bug fixes
       (*) Fixed crash with historical figure cull vs. wandering groups
       (*) Stopped historical figures from starving
       (*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!)
       (*) Stopped original population associated to historical figure from screwing up its allegiances
       (*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances
       (*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!)
       (*) Stopped werebeasts from gumming up world gen
       (*) Stopped raised corpses from having various allegiances
       (*) Vampires that take over sites lose other allegiances
       (*) Made soldiers from previous forts clean up military info upon arrival at current fort
       (*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort
       (*) Fixed a new bug that completely stopped archery training
       (*) SDL version: TrueType crash from long strings (Baughn)
    
    Other bug fixes/tweaks
       (*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first
       (*) Set labor list for migrants by default (can turn off in data/d_init.txt)
       (*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list
       (*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work
       (*) Controlled snatcher number in world gen
       (*) Decreased questing rate in world gen
       (*) Stopped reraised corpses from bleeding to death
       (*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
       (*) Gave more indication for forbidden workshops
       (*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group
       (*) Changed ramp names to indicate unusability due to missing walls or lack of space above
       (*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag)
       (*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise)
       (*) Made vampires fleeing to site in world gen require pop to fit into
       (*) Made vampire cults follow tyrant vampires properly
       (*) Vampire nicknames, profession, position names work
       (*) Vampires won't try to pin crimes on animals
       (*) Can 'g'et items from cabinets and other building furniture in adv mode now
       (*) Kea will not follow each other so closely when stealing
       (*) Fixed busted horseshoe crabs/men
       (*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared
       (*) Changed treasure room quality and item selection
       (*) Stopped designation at the bottom of the map from unhiding portions of it sometimes
       (*) Unobscured unit list option from main menu
       (*) Stopped world gen group from lingering in memory after bandits become criminals under town
       (*) Goblins can have higher pops in their important towns
       (*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking)
       (*) A few other minor tweaks listed in file_changes.txt
       (*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)
       (*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn)
       (*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
       (*) SDL version: Fixed some minor memory leaks (Baughn)
       (*) SDL version: Minor stability improvements (Baughn)
       (*) SDL version: Fixed some of the spacing issues with TrueType
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  3. Post #2723
    JoeSibilant's Avatar
    May 2010
    6,737 Posts
    I just started using The Rapist, and I immediately created a new custom profession--bracero. They do nothing but haul, cut wood, and occasionally do odd jobs like carpentry or masonry. I then found every useless dorf and made him into a bracero.

    "Welcome to Rinsedgates, migrant. Oh? You're a cheese maker? That's great. Now grab a shovel, that refuse isn't going to haul itself."

    I was able to take all my useful dorfs off of hauling entirely, made my fort so much more efficient without "Urist McBrewer cancels 'make life-saving alcohol'--hauling stone."
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  4. Post #2724
    PM ME FOR /TWO\ RUST KEYS!!
    MisterSjeiks's Avatar
    April 2011
    5,826 Posts
    Alright, i'm going to try playing this game. Again, if I dont report back it means I jumped out of the window from frustration.

    Edited:

    Also, they decide to release a new version right after I download the current one. Thanks.
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  5. Post #2725
    Gold Member
    timman's Avatar
    May 2009
    1,327 Posts
    What's so special about embarking on an island? I'm assuming no trade caravans and sieges but what about migrants?
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  6. Post #2726
    Gold Member
    S31-Syntax's Avatar
    October 2007
    9,835 Posts
    Actually, every island ive embarked on still had trade and seiges. Dunno how though.
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  7. Post #2727
    Gold Member
    Darth_GW7's Avatar
    March 2008
    7,680 Posts
    Actually, every island ive embarked on still had trade and seiges. Dunno how though.
    Dwarven physics.
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  8. Post #2728
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    Balance fix for version 34.03:

    http://horobox.co.uk/u/Orkel_1330533619.rar

    Gen new world after installing.
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  9. Post #2729
    JoeSibilant's Avatar
    May 2010
    6,737 Posts
    Anyone running a world on the new version that they'd like to share? I have a shitty laptop and can't go over medium world/medium history.
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  10. Post #2730
    Ask me about my .gif fetish
    st0rmforce's Avatar
    February 2008
    3,594 Posts
    Actually, every island ive embarked on still had trade and seiges. Dunno how though.
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  11. Post #2731
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    These guys are selling an absolute buttload of stuff made from cockatiel men. Almost every step I take they advertise their cockatiel man intestines/prepared hearts or whatever

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  12. Post #2732
    Gold Member
    Darth_GW7's Avatar
    March 2008
    7,680 Posts
    Winter is upon you.

    ...

    Lock.

    Down.

    EVERYTHING.
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  13. Post #2733
    Stagan's Avatar
    January 2010
    121 Posts
    Is it okay just to use dormitories rather than everyone having their own small bedrooms? Every time i finish making a neat little housing block, a buttload of migrants come and i just cant cope anymore.
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  14. Post #2734
    Terminutter's Avatar
    June 2010
    6,257 Posts
    Perfectly acceptable, they'll get a negative thought, but the legendary dining rooms and meals will counter it, along with the various other happy inducing things that you have.
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  15. Post #2735
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    Perfectly acceptable, they'll get a negative thought, but the legendary dining rooms and meals will counter it, along with the various other happy inducing things that you have.
    They won't get a negative thought if the rooms don't overlap (making every bed its own 1 tile room)
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  16. Post #2736
    RagamuffinIIII's Avatar
    March 2011
    1,220 Posts
    Ok so my metalsmith decided he wanted to punch every dwarf in the face for no reason at all, he's not in a tantrum and he's completely happy. It's under control for now because he fucked with a wrestler who keeps punching him in the foot and knocking him over..
    .
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  17. Post #2737
    Terminutter's Avatar
    June 2010
    6,257 Posts
    But that requires micromanagement!
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  18. Post #2738
    Gold Member
    Crimor's Avatar
    June 2008
    10,983 Posts
    What's the best way of making a death hole? Without sacrificing miners.
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  19. Post #2739
    Gold Member
    Darth_GW7's Avatar
    March 2008
    7,680 Posts
    What's the best way of making a death hole? Without sacrificing miners.
    You're so precious.
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  20. Post #2740
    Gold Member
    Crimor's Avatar
    June 2008
    10,983 Posts
    You're so precious.
    I have shit luck with getting good miners with migrating so I only have two good miners
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  21. Post #2741
    filipegroh's Avatar
    March 2009
    216 Posts
    I have shit luck with getting good miners with migrating so I only have two good miners
    Just give a copper pick to a cheesemaker?
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  22. Post #2742
    Gold Member
    DTkach's Avatar
    August 2006
    5,964 Posts
    Does the new version require a new world?

    .03 I mean.
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  23. Post #2743
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    Does the new version require a new world?

    .03 I mean.
    You can still play old forts, but unless you gen a new world you'll miss out on several bugfixes
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  24. Post #2744
    Gold Member
    Loofiloo's Avatar
    April 2006
    9,471 Posts
    Digging pits is a lot easier now that you can make designations across z-levels. You just have to dig a 1x1 channel that goes down however many z-levels you want, then go back to the surface and designate the next tile. Working with multiple miners, start on the next tile once the first miner is already 2-3 levels down.

    One thing to keep in mind for the safety of your dwarves: After the first tile, just designate from the surface to the second-lowest z-level you want. Since channels have a habit of making up/down ramps at the bottom, they'll sometimes dig out the lowest channel tile first, and then when they go up to the surface and start from there, they inevitably fall 2 z-levels, and get either injured or killed. Wait until they've gone as low as they can before you designate the final space.

    I don't know if I explained it well, maybe I should draw a chart or something.
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  25. Post #2745
    Gold Member
    DTkach's Avatar
    August 2006
    5,964 Posts
    You can still play old forts, but unless you gen a new world you'll miss out on several bugfixes
    Ah. That sucks. My fort was going so well.
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  26. Post #2746
    Jon-Ace's Avatar
    November 2007
    1,064 Posts
    How's the world gen speed?
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  27. Post #2747
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    How's the world gen speed?
    About the same as before imo.
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  28. Post #2748
    Gold Member
    Mrfantasticool's Avatar
    May 2009
    3,354 Posts
    Oh lord after loads of combatting and quite some losses over a lot of sieges and ambushes I started wondering why production was being so slow.

    Look in units list, about 70 of my 120 dwarves are children because I apparantly lost all mature people over time and the caravan refuses to leave so no migrants.

    If this continues like this It will be like Little Lamplight, only even less productive.
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  29. Post #2749

    April 2010
    2,432 Posts
    I got a task to kill a guy in a catacomb, I can't find it anywhere. It's in the town but I can't see any entrances.
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  30. Post #2750
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    I got a task to kill a guy in a catacomb, I can't find it anywhere. It's in the town but I can't see any entrances.
    Check out the temple for the entrance
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  31. Post #2751
    Gold Member
    lil timmy's Avatar
    February 2006
    2,291 Posts
    Oh lord after loads of combatting and quite some losses over a lot of sieges and ambushes I started wondering why production was being so slow.

    Look in units list, about 70 of my 120 dwarves are children because I apparantly lost all mature people over time and the caravan refuses to leave so no migrants.

    If this continues like this It will be like Little Lamplight, only even less productive.
    destroy the caravan?
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  32. Post #2752
    Gold Member
    RearAdmiral's Avatar
    May 2010
    6,020 Posts
    If I use i to designate a load of chairs and tables as a meeting area, do Dwarves still get happy thoughts from dining in it? (i.e. Urist McHundrydwarf dined in a legendary dining hall recently)
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  33. Post #2753
    wow ok
    Teh Zip File's Avatar
    December 2007
    16,444 Posts
    Yes, they do.
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  34. Post #2754
    Gold Member
    lil timmy's Avatar
    February 2006
    2,291 Posts
    three dwarves have gone missing in the last month, all of them eventually found drained of blood in their remote bedrooms.

    Looks like we have a vampire on our hands
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  35. Post #2755
    Gold Member
    Jax Strife's Avatar
    July 2007
    2,061 Posts
    My Macelord Dwarf just beat a trog's head in repeatedly, a few combat pages worth before my militia commander came in and cut the things head off with his battle axe.
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  36. Post #2756
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    My Macelord Dwarf just beat a trog's head in repeatedly, a few combat pages worth before my militia commander came in and cut the things head off with his battle axe.
    Maces are shit in DF when it comes to killing something. Use warhammers instead.

    Edited:

    I should tweak them a bit in the fix.
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  37. Post #2757
    Gold Member
    Crimor's Avatar
    June 2008
    10,983 Posts
    Maybe make them have nerfed warhammer stats?
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  38. Post #2758
    tonks erryday
    Orkel's Avatar
    January 2005
    26,088 Posts
    In fact, if you want to kill shit, use edged weapons. Blunt ones are mainly for shattering bones and incapacitating.

    Edited:

    Maybe make them have nerfed warhammer stats?
    Or make maces more usable

    Edited:

    Looking at the raws, it seems that maces are bigger but spread their impact over a larger area, whereas warhammers are smaller but impact at a small area. Problem is that the combat system favours the latter over the former when it comes to damage dealing.
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  39. Post #2759
    Gold Member
    Jax Strife's Avatar
    July 2007
    2,061 Posts
    My army is a heathly mix. I have a few mace/hammer to break stuff swords/axes to kill and a few spearmen because spears.

    Edited:

    I have the wrong perception of warhammer and maces in this game. I always forget warhammers are one handed.
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  40. Post #2760
    Gold Member
    Canesfan's Avatar
    July 2005
    1,404 Posts
    I have noticed that in sieges my swordsdwarves tend to rack up a lot more kills than the mace and hammerdwarves who just pound on things until they fall down and can have their skulls crushed. Swordsdwarves just run into crowds and start slicing off limbs if they're any good

    Is it just me or are speardwarves the least effective in fighting basically anything but large creatures where organ damage is necessary?
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